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Post by Brutus Aurelius on Apr 22, 2015 18:09:23 GMT -5
So, we all know the basics of Invasions: The Trnasports drop soldiers with their Drop Pods and either Scout, and attack defenses at the System's edge, Invade the heart of the System and attack the Alien Hives, or attack with Plasma Lances from orbit in a Bombardment action.
What I want to know is less game mechanics and more lore and fluff bits, such as:
1) Do Faction forces use the Needle Rifles that Star Traders do when they attack groundside targets, or do they use more advanced/conventional weaponry?
2) I assume Drop Pods have their own power sources and might be reusable. Are they powered by Void Reactors? Do they return troops to their Transports?
3) Do Faction forces rely entirely on Transports' capital weaponry for air support, or are their in-atmosphere aircraft deployed as well?
4) This one is more about mechanics. What bonuses do Scout, Invade and Bombard give to the next action?
5) Do FDF Garrisons and the like defend the inhabited planets they are built on, or are they like the Alien defenses, mainly at the edge of star systems?
6) Lastly, What makes the Zenrin good enough at Planetary Warfare that they get their own special War Barge? I assume it has something to do with how they stood their ground the longest against the Guild.
Thanks in advance Cory and Andrew!
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Post by CdrPlatypus on Apr 22, 2015 20:38:05 GMT -5
There are two types of FDF ground and orbital. So you have ground troops and air-raid shelters, AA guns...etc and then when you unlock the orbital FDF you get orbital weapons and space marines (that is how I think of it anyways)
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Post by Cory Trese on Apr 22, 2015 21:48:52 GMT -5
1) FDF are usually armed with light weapons -- Needle Rifles and Plasma weaponry would probably be included in their ordnance. Command and control for a planetary invasion falls to the Templar Knights, who provide heavy weapons, support and mechanized Leviathan armor.
2) Since Void Reactor ships must land on bedrock, drop pods play a key role of providing early landing systems before larger craft can make planetfall. Drop pods are recovered and refitted on board the transport.
3) Great question, and could be a fun type of upgrade -- Bombers.
4) They key is getting the Xeno's defense reduced, first to a manageable level in the 20s, then steamroll them down to 0. Depending on the Xeno you're fighting, different approaches will yield different results.
5) Both, but a big part of FDF life is living on the world, maybe even having a job in a Factory.
6) Clan Zenrin's history includes more planetary warfare than any other among the Star Traders. They joined the war early, and of all the clan home-worlds, Zenrin Prime was the last one liberated. More than any other Faction, Clan Zenrin has fought surface wars against Xeno, Narvidian and Guild forces.
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Post by Cory Trese on Apr 22, 2015 21:50:09 GMT -5
There are two types of FDF ground and orbital. So you have ground troops and air-raid shelters, AA guns...etc and then when you unlock the orbital FDF you get orbital weapons and space marines (that is how I think of it anyways) I agree. I will also point out that the game supports a third type, the FDF army. The idea is that those Colony Upgrades will eventually be able to be picked up and moved by Military Transports. So the MT would essentially convert a Colony Upgrade to a Ship Upgrade, and then later convert it back to a Colony Upgrade (or use it during an Invasion.)
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Post by CdrPlatypus on Apr 22, 2015 22:44:51 GMT -5
I think Zenrin is just sttuborn
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Post by Brutus Aurelius on Apr 23, 2015 5:54:18 GMT -5
So Cory, what are Faction ground tactics like? Are they fast, mechanized assaults, or slower "be sure to exterminate everything in your path" type campaigns?
And for Alien Colonies, is there a Queen/Hive Tyrant that rules each system and directs its actions?
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Post by fallen on Apr 23, 2015 9:25:06 GMT -5
Brutus Aurelius - that would probably be highly dependent on the Factions you are playing and the tech you have unlocked. Bombardment is the best way to exterminate everything
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Post by hissrad on Apr 23, 2015 12:46:54 GMT -5
...it's the only way to be sure:P
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 24, 2015 0:21:48 GMT -5
If the torps don't fix it, it wasn't broken to begin with.
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Post by Brutus Aurelius on Apr 28, 2015 19:02:43 GMT -5
Ohh, another question! What kind of fortifications do the Xeno build that do Radiation Damage?
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Post by johndramey on Apr 29, 2015 8:36:32 GMT -5
I do have a question about bombardment and the like. How is it done, lore-wise? Are bombardments in the ST universe relatively clinical things like Dan Simmons imagined in his Hyperion books, concentrated beams and plasma lances from orbit, or are they disastrous world ending things like kinetic kill projectiles dropped from orbit?
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Post by fallen on Apr 29, 2015 8:43:27 GMT -5
I do have a question about bombardment and the like. How is it done, lore-wise? Are bombardments in the ST universe relatively clinical things like Dan Simmons imagined in his Hyperion books, concentrated beams and plasma lances from orbit, or are they disastrous world ending things like kinetic kill projectiles dropped from orbit? Considering the damage done to the planets of the system, and the ability to leave it completely uninhabitable in any form -- disastrous world ending things
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Post by dayan on Apr 29, 2015 17:56:06 GMT -5
Whats this about void ships needing bedrock? I can see needlers being good for close-in anti xeno work, like shotguns on steroids. Ive done a bit of skull sweat on ways to build up an Defense Force rapidly, such as making technical weapons like an armored rover equipped with autocannons. Covering as many bases as possible with whatever you had would be the order of the day for a while until the colony began to prosper. Don't have enough needlers? Make flechette rounds for your standard under-barrel grenade launcher. Don't have enough plasma weapons? Grab some expired fire extinguishers, packing foam and fuel or alcohol and build yourself a fleet of flamethrowers.
Mikhail Kalashnikov had a saying. "'The best' is the mortal enemy of 'good enough". Improvisation will be old hat for a.people long scattered to the solar winds.
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Post by Deleted on Jun 17, 2015 7:51:59 GMT -5
6) Clan Zenrin's history includes more planetary warfare than any other among the Star Traders. They joined the war early, and of all the clan home-worlds, Zenrin Prime was the last one liberated. More than any other Faction, Clan Zenrin has fought surface wars against Xeno, Narvidian and Guild forces. Since the Zenrin have that much experience fighting the xeno, it should be represented in their faction bonuses. Something in addition to moral loss protection. Like starting a colony with an FDF garrison or some form of Home Guard or given a bonus to a ships attack/defense ratings. Just a thought.
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Post by Brutus Aurelius on Jun 17, 2015 10:58:52 GMT -5
6) Clan Zenrin's history includes more planetary warfare than any other among the Star Traders. They joined the war early, and of all the clan home-worlds, Zenrin Prime was the last one liberated. More than any other Faction, Clan Zenrin has fought surface wars against Xeno, Narvidian and Guild forces. Since the Zenrin have that much experience fighting the xeno, it should be represented in their faction bonuses. Something in addition to moral loss protection. Like starting a colony with an FDF garrison or some form of Home Guard or given a bonus to a ships attack/defense ratings. Just a thought. The Zenrin do get Morale loss protection, but not all the time. Their unique construction is the Hall of Records, providing protection on par with a DVD Garrison, and 15 Spice.
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